The Pantserrific Jam #19 Games Topic

HANDICAP: Your game must attempt to teach the player some knowledge, concept, story, or wisdom from the real world.

HYPE OBJECT: UNDERWEAR

The Jam Compliation Zip!!!

*will go here in the end*

Welcome to the official GMC Jam #19 Games Topic!

Here you MUST POST YOUR GAMES to be considered for the final voting and to receive any prizes. There are some strict rules for posting in this topic and anyone who does not follow them will have their posts removed, so I strongly advise you read (and re-read!) the following before doing something you may regret later :

Each entry has ONE post only. It must be used to show development of your game (while the Jam is on, you may are encouraged to <EDIT> your post to update people on your progress), or the actual finished game itself. Posts that only "reserve" a spot or offer no content will be deleted.

A link to your game MUST be posted here before the end of the Jam to qualify for votes in the final stage. An actual topic in the Games Forum is not necessary, but bare in mind that this topic is only for games - so if you want feedback, criticism or comments on your game it is recommended that you create a WIP topic and link to that too.

This topic is ONLY for showcasing the games and their progress, not for discussion or any other type of post. If you wish to comment on a game, do it in the actual games topic (or in the GMC Jam discussion topic), but not here! All posts that break this rule will be deleted during the Jam. When voting begins, comments can then be made within the context of the vote in the voting topic.

When adding new progress blogs/screenshots to your post (via the <EDIT> button) please use the SPOILER tags to hide previous content. In this way we can keep the topic tidy and organised and people can see the progression of your game from start to finish.

If you drop out of the Jam, PLEASE delete everything from your post so that your game is not included in the final voting and then <Report> the post so it can be removed.

A zip file will be created within a few days of the Jam finishing to facilitate the playing of all entries.
This zip will have a randomiser in it so that people play the games in a random order, so don't think that calling your game A.A.A. Aardvarks Ardent Adventures (for example) is going to get you more plays!

It is STRONGLY recommended that you create some form of "help" page in your game as some (most?) people will NOT have read your posted topic and so have no idea what controls your game has, nor how it is to be played etc etc etc... Not including this information will have a negative impact on your game so I recommend enough that you take a few extra minutes to do it.

And that's about it. I encourage each of you that is working on a game to create videos, take screenshots and generally create a developers blog in your post. Each new entry can be edited into the post while old entries can be hidden using SPOILER tags and if you wish to discuss anything Jam related, remember that we still have the Official Jam Topic, which the moderators check regularly and there you can ask questions, make suggestions or discuss entries.

Good luck to all who participate and as always I trust this will be another fantastic community jam and that everyone will have fun!

Okay... So I'm NOT making a game. But NAL is!!! And I'm helping... so this is our joint dev blog for the game:

So, yeah... erm... more to come later... NOW!

19/7/2015: 7:58pm

Nocturne: After a hard day of work ( ) Nal finished off the engine and I must say that it plays nice! He's made some gameplay decisions that I'm not sure I agree 100% with, but hey, it's his game and I'm only helping out! And, let's be honest, it's fun and very arcade, it has men in underpants, and the main character can wield katanas and chainsaws, so what more could you ask for? My tasks today included spriting the spawn points for the bad guys, and creating some extra tile sets for the rooms, just to add variety. If we had more time I'd also have created some unique tiles to be randomly added to the game to give a little variety, but I've not got time for that. As it stands though, it's looking good and has some VERY solid gameplay, so I'm happy.

NAL: Don't listen to Mark, 50/50 m8. Game's done!

Spoiler

19/7/2015: 3:25pm

Nocturne: Spent the last few hours adding new weapon sprites to the game, so we now have Katanas and a Flamethrower as part of the arsenal available to the player. Nal has also added in some health pacs full of lovely green syringes - just what the doctor ordered!

Nocturne: Apart from that I've also created a logo for the game (as shown above) based on the traditional pacman logo. I could have done something better, but I'm feeling the pressure of time on my shoulders now, so... meh... it'll do! It's colourful and gets your attention at least.

19/7/2015: 12.30pm

Nocturne: More sprites! Nal sent me the game file late last night and I've been working all morning on it, adding in the main enemies...

Winky: (Pants!)

Stinky:

Drinky:

Ethelbert:

Nocturne: They all have four way animations for up/down/left/right, and Nal has programmed a fairly basic, yet decent AI so that they all behave differently. He also added in some of the new weapons that I designed, including the ubiquitous CHAINSAW! Aw yeah! So, now I'm just waiting on him waking up to see what needs doing next... I think I'll add some more weapons while I'm waiting...

18/7/2015: about eleven oclock

Nocturne: Today was a challenging day for me, as I had to go and create the main character for the game. both Nal and I knew we wanted something a bit silly and a bit mad, and so decided on a chibi-style cute bikini clad warrior girl (what could be more Japanese???). This was going to be a test of my pixeling skills, especially with such a short timesframe, but I felt I was up to the task and went about creating our "one girl".

Nocturne: My main inspiration came from the game lollipop chainsaw and the film Sucker Punch... Blonde hair, pig tails, and lots of lethal weapons! I started with the front view, then added a walk cycle to that. Next I moved onto the back and side views, doing my best to keep everything consistent. It was looking pretty good and I confess to being quite please with the final character, although I'm not really happy with how her hair turned out. We'll see if we have time in the polishing stage to get that looking better!

Nocturne: After the main character it was WEAPON TIME! Obviously she just HAS to have a chainsaw, but her main weapon was going to be a pair of Uzis, then I added an assault rifle and a bazooka. Still have to add a couple of others, but that's for tomorrow. I'll also tackle the enemy sprites tomorrow too...

NAL: I'm programming on tequila, deal w/it

17/7/2015: Sometime

Nocturne: Okay, so I was going to enter this jam, although I really wasn't feeling up for such a commitment away from my main project "Skein". However, just as it was about to halfheartedly start, NAL contacted me and asked if I'd like to do the art in his jam game... Now, I don't consider myself an artist by any means, and consider my stuff "passable" if that, but Nal's support and the fact that (if I was honest with myself) I really needed a break anyway from actual programming, meant that I just had to accept.

Nocturne: Nal explained the basic game concept (simple and clean, like any good jam game should be) and I loved it. Without giving too much away it's sort of pacman... but it's not. And it has blood. Lots of blood! When the jam started I set to work with gusto, first creating a basic tileset for the pacman walls and then for the main game room (shown in the images below). That was actually quite easy and I really enjoy doing this kind of stuff. Meanwhile Nal started work on the basic engine...

8:12 PM - And two hours in, I have a character. He moves. Progress is slow, needless to say.

Spoiler

http://i.imgur.com/nc4tcuA.png?1

8:26 PM - World map! Not all of these places will be available at all times, obviously. But you'll visit each of them at least once. Except the unlabeled buildings to the right; those are people's houses.

Spoiler

http://i.imgur.com/C4LnGih.png

8:38 PM - So it occurs I haven't explained my game idea. Basically, you're an American visiting Japan, and a friend asks you to try out his new game. When you try out the game, it's about you being an American visiting Japan and your friend asking you to try out his game. This will continue for several layers down, but each layer will be a different kind of game. Like, the first layer is a simple RPG, there will be one where you're a platformer character, one that's just a big maze, etc.

9:18 PM - Hm... should probably code a collision event for that before the poor doctor gets trampled again.

Spoiler

http://i.imgur.com/kWYTqP9.png

9:37 PM - The world is starting to come together a bit. The first layer, at least. The top-most world is going to be a simple top-down adventure map with very few mechanics.

Spoiler

http://i.imgur.com/3cL4YQc.png

9:51 PM - Gaaaahhh dialogue systems are tedious. And I get to design two separate ones for two different layers. At least two.

10:16 PM - Yes, this is definitely the first time I've named a variable coughmeds.

10:39 PM - Meet the town doctor, Meguruku. I used Alice's advice for coming up with the Japanese names, so hopefully it sounds decent. "Meguruku" means something to the effect of "fortunate doctor", I believe.

Spoiler

http://i.imgur.com/A8Jkux9.png

11:01 PM - This week on "What Random Glitch did YYG Accidentally Add Today", keyboard shortcuts seem to work about 1/3 of the time in the image editor.

11:14 PM - Gah level design. Sooo slow.

11:43 PM - Not much going on here. Just watching the world slowly take shape. Those grumpy blue guys to the left won't let you pass, but they probably will at a deeper recursive level.

Spoiler

http://i.imgur.com/FzWXwbj.png

Day 2

Spoiler

12:16 AM - New person and a schoolhouse. Also, it's day 2 now.

Spoiler

1:04 AM - One more image and I'm off for the night. Look at the pretty houses.

Spoiler

12:31 PM - Layer one is almost done. It shouldn't be long now. Also, I'm awake.

12:59 PM - Meet Protagonist #2!

Spoiler

1:54 PM - Eating now. World 2 is shaping up. It's going to be an RPG, complete with a very simple battle engine.

2:19 PM - Hitting that persistent button a lot. Haven't used that in awhile.

2:50 PM - World 2's doctor office is shaping up. The first image is World 1's office; the second is the same room at World 2.

Spoiler

2:51 PM - And with that I'm going to go clear my head by jumping into a swimming pool. See you all in a few minutes.

3:40 PM - I'm back. Time to rock and roll.

5:25 PM - Aahhhh did I mention level design is tedious???

5:47 PM - "Agh why isn't the system drawing in the right font?!" *five minutes later* "Hm... maybe I should set the font somewhere..."

5:57 PM - Meet that guy at the cafe. He really couldn't care less.

Spoiler

6:45 PM - The first quest is doable. And then the guy sends you to the warehouse. Where things probably won't attack you... right?

9:15 PM - Welcome to World 3, the only 3D world in the game. This is probably going to be my least favorite to design, simply because I'm not really an FPS fan myself. But I did feel like they deserved representation.

Spoiler

10:04 PM - You people better appreciate this building. Because those vertices took a LONG time to get right.

Spoiler

10:09 PM - Kudos to the YYG staff for making the C-key in the room editor a toggle and not something you have to hold down. That's something that really helps.

10:32 PM - The northwest district is complete. Most of the buildings will be inaccessible in 3D mode, as most people prefer to lock their doors and hide away when several gunslinging madmen run around the town.

Spoiler

11:27 PM - Everyone reading this gets to slap me once for writing this line of code and taking twenty minutes to find the problem.

3:02 AM - What? Did you think there was going to be one ninja? But seriously. I'm actually going to bed now.

Spoiler

12:10 PM - Good morning GMC!

1:38 PM - Huh. So fun fact: d3d fog persists even if you end 3D mode.

2:26 PM - Uhhh... I call hax?

Spoiler

3:21 PM - Time for World 4.

3:44 PM - Referring back to some of my old code from my time travel game since the platform physics in it were pretty solid. Most of what I'm doing right now is filtering out the two or three lines of platform physics from the forty lines of special cases concerning icicles from the past.

5:52 PM - Need to generate some mazes. Time to read up on minimum spanning trees.

7:05 PM - I have the maze! :D

Spoiler

8:40 PM - Had to go jump in the pool because I was falling asleep on my keyboard. This is going to cut it very close.

9:31 PM - All but the bottom-most layer have their engines designed, so at 9:30 on the third day, I am officially in the level design stage.

9:51 PM - Well, it's almost 10pm on Sunday night. That means it's time to go watch John Oliver. I'll be back in thirty minutes

1:05 PM - Aaaaaahhh I forgot I don't have Audacity. Time to go install it.

1:29 PM - Was wondering why my game music sounded so ugly. It was because I was playing it every step... on loop...

2:02 PM - Re-released with music.

2:05 PM - If anyone's actually curious, the final layers of the game are as follows: Top-down adventure -> RPG -> FPS -> Platform -> Maze -> Text Adventure. The original idea made on Day 1 had several more layers planned that were cut due to time constraints, including a second maze layer that would play more like Pac-Man, some puzzle stages in the style of my previous Jam games, a top-down fighter game, a Fire Emblem-ish strategy game, and even a racetrack.

2:20 PM - Made a small help file to help out with some of the trickier parts of the game, since there are a few areas that are hard to beat.

4:02 PM - Well, that's that. I've got to go run some errands, so this is likely my last post here. It's been fun, fellas. And even if I don't do well this time, I had a lot of fun since this game is well outside of my standard level-based-puzzle-game comfort zone. Good luck, everyone.

0:16 - The theme has been revealed early, and I instantly came up with an amazing game idea and drew a concept art, and it's totally not like I've been thinking about it earlier having guessed the theme beforehand, not at all. Either way, I do hope it'll be one of more themey entries out there.Also, quickly drew a concept art:

She's a scarecrow. And she holds a sword with some sort of ethereal telekynesis or something, because having branches actually grasp it would be too complicated to draw. That ball to the right is a paper lantern, though for what it's worth it could as well be a disco ball. FEEL THE RAVE!

0:57 - Worked on general game model, mostly related to whatever will appear in the menus. Menus are always tricky. Bad menus. Also, gotta sleep now. ^^"

7:02 - *yaaawn* time to get started again, I guess?

8:56 - Bad menus, very bad.

9:57 - To rest a bit from menus I decided to write down some pieces of wisdom; now I've got about half of what I need (aiming for about 20 total ).

10:28 - All trivia gathered; with that out of the way, I should commence in non-Jam related stuff that sadly is somewhat necessary. The spirit is willing but the flesh is weak, or something. Silly flesh. I never liked meat, anyway.Also, for one of actual pieces of trivia:Clearer are thoughts of a person well fed. ~ Kuebiko Quarterly, Winter '11

13:07 - Time to get back to work. Menus, menus, tekel fares...

15:10 - I've managed to re-implement the buttons and have them auto-arranged properly. Sadly, I had to leave the gamedev to attend some sort of party, apparently. Booo!

21:58 - Getting back to work on the main menu. Gotta make some picture so it wouldn't look that empty and such. Also, decided on the game title. How spooky!

23:32 - Finished working on main menu picture thing. Also, included the title label at the top. The menu excerpt at the moment looks like that:

According to my plan the pictures around the protagonist would appear as the game would progress and new items would be unlocked. I guess I'll reuse the items pictures in the game itself. They're kind of placeholder quality, but within such a tight timeframe I can't really waste time polishing aspects that I'm not particularly strong at.

Day 2

Spoiler

0:30 - Well, time to get some sleep. Sadly, I haven't really done any additional work in the game itself, though I've managed to order a few things.

7:53 - Getting back to work. Now to design the ingame menu and decide on a structure. Might need to do some sort of image label and image button components for that.

11:33 - The ingame menu is taking some shape. Probably it wouldn't take that long if I hadn't been searching for season Kanji and getting distracted by e.g. searching for season kanji. Well, at least now I already have found the season kanji. Yay?

Also, cherry blossom background. Right, the menu so far doesn't look *that* impressive at the moment, but if I make a few additional icons...

13:00 - Some of the icons are mostly done, but I'd still like to make some additional touches and work on .

17:12 - After some more programming, finally that happened:

It involved quite a bit of drawing, programming a few more interface components and arranging them properly. Nonetheless, I'm somewhat pleased with how it turns out so far. It took me a bit longer than I wanted, though, and some options are still missing... Seriously, though, most of the time this Jam I either make interface component or draw, neither of which are the things that are particularly easy for me. Pffft, guess that's what I get if I pick somewhat interface heavy genre. ^^"

21:42 - I've managed to complete some rather basic layout and list of quests along with save state description, though there's quite a bit of content to fill in. Even more annoyingly, there are some other things I have to do now.

23:19 - Finished adding rooms for all areas that would be in game. It was rather a simple task, but menial. Well, at least now I've got it out of my way.

Day 3

Spoiler

0:08 - Started working on a basic exploration system. I've already got the straightforward buttons setup and they seem to work, so at least there's that. The next step would be some sort of dialogue/feedback system (bundled with variables changing and checking), but first I need some sleep. Hopefully my experiences from previous Jam will come in handy once I get back to work after break.

6:57 - Another morning, another features to work on.

12:01 - I'm getting a vague semblance of gameplay. That BranchScript thing I came up with sure comes in handy! Also, there's even some sort of plot and progression. Woohoo~!

It's still rather loosely connected, though, and so far things are kinda sorta tested independently, rather than as a whole. Kinda reminds me of that picture related to unit testing:

24:50 - DOOOOOONE & LOADED! It's only a tiny fraction of what I wanted to include (them interfaces, they're such a showstoppers), but at least what's there should feel like a complete demo, I guess (no game-breaking bugs found, at least).

5:43 PM: I'm thinking about doing some kind of side view fighting game with a robot martial artist.

9:39 PM: It has taken me forever to get a sprite done. I hope things start going a little better. This jam might be a bust for me as I've got a lot of distractions this time.

12:05 PM: Found a couple fonts, made a logo, nabbed some famous japanese art for background, have 2 sprites, and nothing coded. Woo (not).

Day 2

7:00 PM: I have movement, direction change, and a punch attack (with placeholder sprite). I have walking and idle animation.

Day 3

4:12 PM: I was distracted by other business when my day started and lost a lot of motivation, but some of it is coming back now. I made a few more characters and a new background. I decided to use famous Japanese art for background which I will label in-game thus teaching the user familiarity of Japanese art.

3:34 AM: Staying up late, possibly all night. More stuff done: story line, all new backgrounds (7) from the same artist (won't be using the ones in the first two screenies), ninjabot, evil daimyo, message boxes, tweaks.

Shoot everything that moves! Collect gold coins! 4 different playable characters with different movement and shoot patterns and crisp NES-style visuals await you in this fast-paced arcade game! Features online highscores!

-Jam started, quickly browsed google images for trees and mountain silhouette and trace-bitmap it in inkscape.

Spoiler

-4 hours in, still can't finish the player's sprite. Dang flowing animation just won't get right.-Ooh! Player animation done! Still far from perfect, but if I kept meddling with it I won't be able to make it.

Spoiler

-With the character done, I can now focus on the game interface. Here's the first screen of the game (not coded yet, still raw in inkscape)

Spoiler

-Just got back from an ied mubarak's quick trip, but managed to finish the whole programming! Sound and exit button fully working, animation, particles and jump effect, all done!

Day 2:

Spoiler

-After a sleepless night,I decided to change the game concept, though not entirely. The control now only have 2 keys, Z to move forward, X to jump-Yup, game concept fixed! Added restart button (you'll need that, a LOT) and finish object, and tweaked the graphics here and there. It's starting to look good!-Splash screen done! The bottom text ("made in 72 hours") is clickable, directing you to the game topic in other words, this page. Here's a preview of it (Warning: Laggy and low-quality gif)

Spoiler

-Hoot! All programmings and interface are finished! Going to take a break, will design the levels later, maybe tomorrow.-Made an excel document for level design!

Spoiler

Day 3:

Spoiler

-Level designs done, now to implement it in game maker-Almost there! I will be done after three more levels and some polishing.-Laptop broke down. Not sure whether to drop out or not. I can only hope for the best

A Japanese-style bullet hell game (AKA danmaku game) similar in style to Touhou Project, a very well known Japanese indie series. The gameplay is heavily simplified however, to a death count system. Complete the game (not including the extra pattern) with a lower death count than your previous "highscore" for a new record.

4:45 PM - Apparently the Jam started an hour early? ._. Starting work on ideas.

Day two:

Spoiler

3:33 AM - Created a fork of my engine-in-progress made for another project and improved on it -- This will be used as a framework system allowing me to create content much faster with still almost as much flexibility and speed. Also designed a cover/menu/sidebar splash image and wrote out a premise and the devlog so far.HUD/sidebar stuff; is drawn over the game objects and under UI things.10:11 AM - Woke up and and stuff, time to work again.4:22 PM - Rewrote much of the engine to handle any resolution and changes in playing field dimensions. Also decided to save my original idea for another time and do just a simple game without much of a plot.7:26 PM - Stuff is finally coming along.

Day three:

Spoiler

1:56 AM - Did some more stuff, should probably make the next patterns...2:28 PM - Designed a second pattern.5:41 PM - Designed a third pattern and working on a fourth.PREPARE FOR YOUR DOOM!!8:11 PM - The fourth pattern is by far the most complicated in the game x_x

Day four:

Spoiler

1:58 AM - I'll be gone a lot tomorrow (technically today) so I have to finish my game up in the next hour or so... Too bad I have to cut it a bit short again but at least not AS short as last time :3 There's a decent amount of stuff I guess.Also I don't even know what this thing is but I want to keep it in the game...

10:00 - I did some concept stuff last night and now I've begun working on the game. First up is character sprites and animations so let's do that.

12:30 - I'm still doing the hero graphics... It's a bit scary that it takes so long because there's A LOT to do and I haven't even started coding yet. The animations are nice though, here's one:

Animating in Spriter is a blast!

14:00 - Dang! Animations take way longer than they should. I've made parts of an attack animation and drawn the first enemy in the game: a pig.

15:00 - You can kill the pig! Well, YOU can't do anything yet but the player automatically attacks and damages the enemies. Once I've got the combo hit working (or the Rising Lotus Phoenix Strike as it will be called in game) I'll probably add turns. It's supposed to be turn based after all. But before that: it's lunch time!

18:00 - You can now attack with a 3 hit combo move! I still have to add damage numbers and input tells (something that shows when to press what button, whatever that's called). Considering that I've been working since morning and there's still a long way left until it feels solid enough I'm a little stressed.

Achievement unlocked: Pig Slayer!

20:00 - I'm getting somewhat tired of animating the hero character. I've done victory animations, taunts and now four different counter moves (actually five, but I had to redo one). There are still a few important animations left (such as a hit animation and a death animation) and a ton of attack moves. *sigh*

The counters will be fun once implemented; you can use the arrow keys to counter attacks in any direction depending on where enemies attack from.

21:00 - I'm working on attacks for the pigs. They'll have two kinds of attacks; a body slam and a spin tackle that hits from above and from the right respectively. I originally planned for ten unique enemies, including a boss but I think I'll have to cut that in at least half. I guess I'll be fine as long as I can draw a decent underwarewolf!

23:30 - I have one of the pigs' attacks ready and am about to implement the other one. Fighting pigs is pretty fun but there won't be too many of them in game.

00:30 - Pigs are done! They have two attack patterns and are awesome. :D I don't know how much longer I will continue until I call it a night. Also, I should have given the hero a katana instead of a regular sword. Oh well...

01:40 - Almost 2 am, I'm going to bed now.I fixed some smaller issues and added a damage display but I'm too tired to do anything major. See ya all tomorrow!

Estimated time spent: 15h

Sunday:

Spoiler

11:00 - Started working a bit late and am without internet, yay! (this was written later, obviously)

13:30 - I've done a decent background and have added some splash stuff that makes things feel a lot more organic. I'll probably start with another enemy now. Exciting!

17:00 - The Underwarewolf can buff enemies and has a ton of hp but cant attack directly... yet. At the bottom of the screen there's room for abilities, something I will begin implementing as soon as the warewolfves can attack. That will be the main part of the game as it will let the player do a ton of cool stuff.

18:00 - It took about an hour to get it done but now that they work, underwarewolves are awesome! (and relatively dangerous ^^) Time to add the strategy part to the game.

21:30 - I've been stuck with animations that has taken way longer than they should have done. I've got the cards but I need the moves!

23:00 - One new move done and a bunch of glitch fixes later:

I'm kinda proud. On to the difficult move!

02:00 - Oh dear, it's gotten late again and my head is mushy enough to call it a day. I've got the third attack working and it's great! I've also added a target so that you can select which enemy to attack (finally). I wonder what I'll do tomorrow to make a game out of this? Probably a new enemy, maybe two? Then there's sound, a menu system and a whole lotta stuff that I haven't even begun working on... It seems this will be quite the unfinished project.

Estimated time spent: 15h

Monday!

Spoiler

12:00 - Ok, so today I have to make this a playable game with a goal. Since I won't have time for the awesome boss battle I'll probably turn it into an infinite scroller of sorts.

12:30 - A spoiler in a spoiler? Well the gif got pretty big, maybe it will help?

Spoiler

14:00 - Sound effects are tricky; you don't miss them until you've added some but when they're there it makes things feel so much more alive. (They're also a pain to make/find...)

15:00 - I fixed most of the pigs' shadow issues. The player doesn't have one because he's a vampire (rather, it's way to much work to add one to be worth it right now)

19:30 - I've added a third enemy and it's pretty neat. It also packs quite a punch which I think is good as the other enemies are somewhat easy to block. I could give it an alternate attack but I think I'll spend the time on something else. Time to add some kind of progression system.

22:30 - The new enemy packs a ridiculous punch when powered up by some underwarewolves as they doubles the damage dealt by all enemies several times if you let them.

23:30 - It's weird when you use a font that has super fancy underscores but no question marks nor exclamation marks. I ended up making a mutant question mark by cutting up a '2' and adding a dot. Then I had to manually fit it to all the text. >_<

01:00 (because timezones) - I'm done, except I'm not but I'll have to be. The game is fully working even though I had to cut away the intro for a last minute info screen on how to play. I hope it was worth it. I'm proud of this game; it's awesome and has much more potential and I'm going to keep working at it when I have the time to spare.

I didn't get to finish the shop, which was supposed to be the main point of the game...

My game: Try and outrun the nasty smog that has manifested all over Tokyo! Jump through the factory for as long as possible, and earn Yen along the way. Once your day has come to an end, you can purchase some items at the vending machine (Not much to see here, but please enjoy the sounds) to improve your abilities. Then go at it again! Fight your way out of corruption, and witness the true beauty of Japan.

Dev Log:

7/17

7:08pm - I find out about the theme and handicap... I can't think of anything. Googled "Japanese knowledge quotes" but got no inspiration for Jam games, only things that I could accomplish with a fully thought-out RPG or something.

8:30pm - Coming back to my computer, and still got nothin for a game idea. I decide to just start coding a 2d platformer engine cuz maybe it will work with what I come up with.

10:00pm - Many unproductive times later, I think of something! I played around with my engine a bit and I got some inspiriation for something I used to love playing and creating: upgrade games. But how do I combine this wi- oh yeah! I got an idea!

11:00pm - I'm thinking I can do a DoodleJump style infinite scroller, but continually upgrade how your character handles the game. Different unlocks are needed for certain blocks, maybe jump height will be necessary to reach higher jumps. Ideas are flowing now, this is good. Random screenshot:

Spoiler

The grey thing is my debug camera object, I made it really smooth and the view follows. It looks nice

7/18

10:00am - I don't feel so good, gonna go do stuff besides coding

2:00pm - Definitely feeling better now, so it's back to work! I need to get sprites handled today.

3:00pm - Started working on a vending machine where you can buy upgrades. I got the base "machine" down, but now I have to make a ton of 64x64 sprites for the items. I'm gonna go out on a very sturdy limb here and say this will take a while.

5:00pm - Finished a couple sprites for the items, it's hard to blend everything together and it's definitely taking some time.

7:00pm - Brainstorming ideas again, wondering how I can relate this game with the handicap and I actually came up with something clever! Tokyo has a very severe pollution issue and I could easily incorporate this into a 'purpose' for the game.

10:00pm - Thinking about adding enemies to make this more fun, so I do it. Wynaut

12:00am - Yen is going to be earned through reaching as high of a distance as possible, and enemies can help you out by dropping yen when they die! Better be careful though, cuz they just might end your run right there...

4:00am - That's all for today, didn't get as much done as I wanted but what can you expect. Even with my standards low I can't reach them xD Anyway, I made a gif showing off the Yen drops, cuz I like particles. They kinda remind me of those dog treats you buy for healthy teeth because they stand upright and are bouncy lol idk

Spoiler

7/19

1:30pm - Kinda forgot where I left off last time, so I messed around with making a few shop sprites.

3:00pm - While I was at it, I decided to finally get the shop over with. I was putting it off, but since it's such a vital part of the game, I decided on doing it now.

4:00pm - Progress was made, and it was not bad at all! Got my first item implemented into the shop; costs nothing, does nothing, but looks cool. I can dig it.

5:30pm - Worked on an awesome animation for when you buy something. Personally, it's my favorite thing about the shop

6:30pm - Since I was in an a artsy mood today, I took another step towards polishing my game: I started searching for music that would fit in the game, shop screen, and sound effects. Didn't take too long since I have a theme going on, and I put the sounds in.Good music and sounds really add another dimension to your game, and improve the overall quality immensely.

8:00pm - Added another feature to the shop: Japanese labels (Also, they turn English when hovered over. If only it was that easy in real life...)! Another important thing I might glance over beforehand, but it really helps blend my game into the Japanese style the handicap has set us to follow.

10:00pm - Decide levels are going to be the main focus, so I research random generation so things don't get stale.

11:00pm - Nothing I tried really suited my game, so I had to go another way: manually make a few rooms to pick from, and combine them to make a 'random' map. In my head it sounded like a lot of work, but I thought of something awesome: reading a BMP image, where 1 pixel = 1 tile! Sounds intimidating, but once I got used to ds_maps it was actually quite trivial.

12:00am - I now have 5 block patterns to choose from, each fills a whole room. They are loaded off of 25x19 px sprites that I drew, and this just makes things so much simpler. I can add more whenever I want, if needed.

1:00am - Player was having some problems when being loaded, so I fixed him up.

2:00am - Put in some smooth transitions, fade-ins, music fades, and just looks real smooth. Things are turning out well!

Spoiler

Here's the tutorial page I will put in tomorrow, when playing for the first time.

2:30am - Plans for tomorrow: Add in final shop features, make smog kill you (also, slow gravity when near and freeze grav when below it, so you don't fall forever during death animation), Make it so you can climb up forever (change room_height?) and generate new blocks when a new 'room' is reached, implement sectors (factory{5}, rig{10}, japan [3 layer parallax?, with clouds after 15?]{20}, space{inf}) enemy sprites, make enemies generate when patterns do, add attacks, attack animations (if time)

Description: You have two paths to choose: either calmly learn how to draw Japanese characters and enjoy some poems about them, or try to draw them as quickly as possible and then boast about your result to your friends!

My University project ate up all of my time to search for more content. I'll try to update the link every time I add more content, but I don't know how much content I'll be able to sneak in.

Devlog:

Spoiler

All times in Lisbon time (GMT + 1):

20th, 14:31

Yesterday I fell asleep and woke up really late today... Managed to add 4 characters to the game during a break from the university project, but I have to get back to it. So that makes it for 6 different poems and characters to learn so far.

20th, 02:12

After a long time hunting for sounds effects and background music I managed to find 3 sound effects and a really smooth background music, which is enough to bring the game's quality up by a bit. Going to add the option to stop/play audio and then it is time to hunt for more content.... I wanted to see if I could get quite some characters in the game.

19th, 22:43

Finished polishing my game just a little bit. The overall feel of the game improved a lot with just some minor changes! I can still polish a lot more, but for now I'll focus on gathering sounds resources for the game and afterwards I'll try to grab some more content for the game. then I'll think about polishing the game a bit more depending on the remaining time.

19th, 22:25

Reworked the UI a bit in the Time Trial game mode. Much more informative I believe. Screenie:

19th, 21:55

Added a little popup message to signal a successful character drawn on the Learn game mode, which was what I felt was missing (apart from more content). Here's how it looks (it animates in game):

19th, 21:32

Spent the whole freaking day revolving around my university project but from now on, until tomorrow morning or until I fall asleep, I have all the development time I may need (except of course, mealtime, etc.). I have spent the little breaks I had further developing the Time Trial game mode and after a rough battle with GameMaker's sandboxing and an erroneous misconception that when room's changed the previous room's instances were destroyed (thus calling the Destroy event) I managed to finish it!! With this I have finished all of the actual gameplay elements I required, now it is time to start working on the rough edges, making it all a bit more user friendly and have a better player feedback. But let's face it, you want the screenie:

19th, 10:44

Ok, had to stop for a while to go to the health center, but when I got back I had received a very motivational PM about this game which made me start developing like crazy, and in not that much time I managed to implement most of the Time Trial game mode :D (Sure, most of it was copy paste from the Learn game mode, but it still counts). Unfortunately I have to stop gamedev until probably night time since I have to get back to my University assignment :/ Here's the screenshot of the current progress:

19th, 07:28

After a hiatus to see some Youtube videos for an hour or so, grab a little snack and such, I managed to finished the "Learn" mode of the game!! It now shows the instructions, successfully moves to the next character after hitting the goal for the current one and even shows a little poem regarding the character you're drawing! I only have two characters for now and I would like to add some kind of better feedback when you finish a character, but I'll focus on the Time Trial mode first, to try and get both finished by the end of the Jam. Now, a very cool screenie (kinda):

19th, 04:51

After a long time bug hunting I managed to make some progress in designing the layout for the "Learn" mode of the game. So far there is the completed bar with a little red marker for the percentage required to progress through to the next character, a little label indicating the current character you are drawing and of course the drawing canvas. Screenie:

19th, 02:56

Added a resolution option and saving/loading of settings. Screenie (a bit bigger than the others):

19th, 02:12

Development is going slow... I guess it is normal after a whole day of development in Visual Studio (I really hate Visual Studio...). Made a little options menu and difficulty setting. The screenshot? Here:

19th, 01:22
Started working on the main menu, created a background and everything. Even managed to come up with a title for the game! (Well, Google translated it for me, but what the hell). Here's the title menu screenie:

19th, 00:30
Added a little disclaimer to the game, with fading effects. Here's a screenie from it:

19th, 00:10
Haven't touched the Jam project ever since the last devlog as I have been busy with the University assignment, but now that today's development run has ended it is time to get back to Jamming!!

18th, 14:01
Finished making the Japanese Character drawing, with a progress indicator of how correct it is even. With this the major functionality of the game is completed (really simple, I know) so the rest of the Jam I can concentrate on trying to actually turn it into a game and polishing it. I'm really hopeful about this Jam's outcome, I may not win but at least I believe I can make something I'm proud of. But enough with that, here's the screenie (the black drawing is my drawing, the grayed out one is the goal, the small right image is the user drawing mapping, the left one the goal mapping, the images that are compared for completeness, they are only shown for debugging):

18th, 13:05
My "tactical break" ended up failing me as I fell asleep. I have to see if I manage to get something done today before it is time I devote myself to my last University assignment, or I will only be able to come back to the Jam later tonight.

18th, 03:09
Tried out some methods in order to create a mapping between what was drawn and a lower definition version of it, for future comparison to japanese characters and assessment of correctness. Turns out the good old surface resizing is the method that performs the best while giving a pretty accurate representation for comparison. The other methods while better for comparison took way too much processing time. Here's another screenie, showing the lower definition mapping drawn with a 5x scale:

(and a tactical break to see some youtube videos, as the next part will be about researching japanese characters... I need motivation)

18th, 02:21
Ok, after a bit of work in my game I have a drawing canvas with drawing and erasing functioning properly. The canvas is a surface that is backed by a buffer, so that every time it ceases to exist it is just recreated through the buffer. Here's a screenie

18th, 00:18
I have an idea on a japanese characters drawing game... I don't know japanese myself, so this may be a challenge I probably won't finish it, but I'll post it anyway.

01:01 into the jam: Away from my computer right now, but the theme is interesting to use well, and I really enjoy the handicap! Back soon with CONCEPT ART 03:56 into the jam: I lied. I'm thinking about making a crazy game where you drive a bullet train through a city... or something. I'll try not to think about it too hard, but I might just end up ripping off Cakefish's idea.6:01 into the jam: Finally settled sort of on a sort of idea. It will involve public transportation and a robot, and possibly might be fun.Right now, I'm working on randomly generating cities. Progress;

Day 2

Spoiler

15:03 into the jam:Robot Man Delivery Time (Very much a working title) Is starting to take shape in my head, but I haven't done much besides scratch up a rough city generator as of yet. I just woke up from way to little sleep, and now I think I'll try to add the public transportation system.The gist of my game is that you take package or mail delivery jobs from clients, then have a time limit to deliver them. The game will be divided into a top-down city-navigation game and a side-on platformer/shooter a la Mega Man. I'll see how it goes.19:03 into the jam: I've got subways!This was a lot harder to achieve than it looks, trust me.24:43 into the jam:Got some frogger-style action going on now! This part of the game is *mostly* finished, so I should work on the more arcade-y platforming stages. No idea how I'm going to do graphics, and handicap use still eludes me. I should also make it more obvious that the who setting for this is Japan besides just using Yen as a currency.28:00 into the jam:Layed out a chill music track. Not my best work, but It'll do if I don't have time for music later.

30:58 into the jam: *Finally* fixed the roads to nowhere bug. I've to a bunch still to do, and I have no idea what I'm going to do about graphics or the handicap. Tomorrow I should get some more of the part 2 gameplay in.Goodnight!

Day 3

Spoiler

40:40 into the jam: Getting back to work. I sprited this... thing.

43:35 into the jam:Got screenshake and cars satisfyingly slamming into you now!

Spoiler

55:25 into the jam:Just finished implementing online highscores! Now I just need to make the gameplay worth it...It's going to be a long one tomorrow

63:05 into the jam: getting back to work! It's going to be a long day...

Edited by Snail_Man, 20 July 2015 - 11:42 PM.

6

Farewell, old GMC.
Although you stole my posts, I shall remember thee always.

You play the game as a cute kitten, Chie. Chie is
very interested in visiting new places and likes to share whatever she has learnt from various places. This time, she is going to tell you interesting facts about Japan. But, beware! Evil cats and spinning Japanese fans are gonna kill Chie if you don't play it right. Save Chie from all the enemies and keep learning new things throught the 8 levels.

Controls

Left Arrow - Move left

Right Arrow - Move right

Z Key - Jump

Note that to go to the next level, you must hit the right border of the room. You are unable to do so if Chie is telling you something.

However, you where quite the runner back in your youth and you won't let no meteor stop you, no way no how. Pick up a gun and blast your way through the building Anarchy forming on the streets. Run away from the intending end of all things.

YOU CAN DO IT, I BELIEVE IN YOU!!

And even if you can't do it, well, at least maybe you get a high score.

run away. Spend your hard earned points between lives. become the greatest runner at the end of the world!

...or die, that's also a perfectly respectable option.

Tag along and go for a top score in this mildly Asian themed infintite action game / runner combination. Avoid the flaming wall behind you for as long as you can; take down those that oppose you and battle the dragons that haunt the end of the world.

This is a double entry for the GMC jam AND the Indies vs Gamers Gamejolt Jam. As such I started earlier than usually with my work officially starting Friday afternoon. To compensate the fact that I have extra time I will enter the GMC jam the same moment I enter the game into the Indies vs Gamers jam, giving me just 72 hours to finish the game.

KNOWN BUGS:
1) The text which tells you the next area through a door doesn't appear to work when you're full screen. It's not too big of an issue though.

Game Title: She's had Enough!

Concept/Story:
Yula is mad. The pure imagination of thousands of teen fantasies has placed her into a world with the most disgusting of creatures, and horrible devices! And of course she'd have a gun, and have to fight them off? I mean, what kinda Anime fantasy doesn't have the hot pink hair anime girl saving the day!

Just past the end of day one developing She's Had Enough. I need to work on the art tomorrow, but I've got just under 48 hours left, and honestly, the important points of the game are all in place. Here's a screenshot of today's total Progress, and a list of things I've added.

Today's Progress:
- Made Tentacle Monster, one of two different creatures.
- Made GUI
- Finished building first room

- Created working area transitions, before they crashed the game.

- Added in user feedback support.
- Made Enemy base AI and proper bullet collision. You can actually miss if you shoot between the Tentacles.
- Added some simple sound effects
- Collision now works, properly. This is actual triangle based collision, and fast. Enemies have it too.

- 3D animation exists.

Tomorrows Plans:
- Add a minimap, and main map. (Something I've never done before. Should be fun!
- Plan out an actual level to play, maybe a few more if I have time.
- Add some music, this should be pretty easy.
- Get some better textures for the level. It's starting to bother me just how bad the textures in my game are.
- Make some basic furnishings.
- Double Door transition sequence.
- Title screen, options, help menu.

-Didn't really study that much about Japanese culture. I did a little bit but I still have no idea what to do. But I did put this together with random placeholders. I love programming but I hate coming up with game ideas.

7.18.2015 12:38 PM Central Time

Spoiler

-Still have zero idea what I'm going to do. But I have birds and butterflies!

7.18.2015 1:51 PM Central Time

Spoiler

-What would a Japanese theme be without a ninja?

7.19.2015 2:05 AM Central Time

Spoiler

-Not much different graphically, but I've added jumping and made another gif of me playing with the birds.

-I've added some sounds in. The birds now make a flapping sound when flying away, you can hear player's foot steps and there is an ambient nature track looping in the background. It's pretty nice....

-The last thing I've done is reach out to somebody to see if they wanted to team up so we will see. I'm done since it's freaking late and I am tired.

7.19.2015 9:10 AM Central Time

Spoiler

-Alright I'm nice and rested and just have to mow the backyard real quick then I'll be on this game all day. I NEED to come up with an idea today. So that's my goal. Come up with a freaking idea. See you guys in a bit.

7.19.2015 2:48 PM Central Time

Spoiler

-Haven't done much yet. Family is coming over so I had a bunch of other stuff I needed to do but I'm focused now and I think I'm going to do a speed running game since I need to get started on something.

-I've got some trees that I'm putting in. I only added two before I was distracted by other things. Basically what I'm thinking is just traversing your way through the level as fast as you can while avoiding enemies (which I have yet to make). Hey a generic idea is better than no idea at all.

7.19.2015 8:40 PM Central Time

Spoiler

-I'm not going to do a speed running game. I decided I'm going to make a puzzle game where you must unlock the secrets of whatever this place is. I'm going to work a little bit longer on some level ideas the game room and then I'm going to start figuring out what the secrets of the level are

I'm entering again, my second time with the GMC Jam! Hope you all enjoy

DEVLOG

Spoiler

Saturday:

Spoiler

Started working on the game and coming up with ideas that suited the unexpected theme. New animation tool and rusty game maker skills slows down the process.

Huge gif

Spoiler

I think I'm animating all my stuff in WAAAAY to many frames as the game takes almost 2 minutes to launch from GM Studio x)

Sunday:

Spoiler

Oh, is it 12PM already? The boss is almost done, my tester said I should make it easier so I did, sadly. Soon have 40 animations for the game, feels like a lot yet there are many more to be made if I am to finish it. The story is coming along nicely, completely lacking or at least very random that is, which is kind of typical for the Japanese manga culture where people dont even blink at weird stuff. I was going to make the panda drown, yet once again I was suggested to change my mind, and I did. Sadly. Not for the panda though, he probably enjoys living.

The first day of the Jam ends now, 02:36. It's been a long day, 18 hours programming. I probably overdid it...

After waking up I've now put another 15 hours into the bloody thing, I think I'll take a break soon and finish the details on monday.

Been trying for hours to scale the game down for those who dont use 1920x1080. I can't really tell if it's working though as I've only got one monitor...

Monday:

Spoiler

It's now 3 AM, I never took a break. It's a 72 hour competition, I figured I'd use all the hours I've been given. Even though it's only been three days it feels like this is the biggest project I've ever worked on. I felt the same last time I entered the GMC Jam... It's strange.

Today I'm adding tons of sound effects, vegetation to the levels via 1920x1080 backgrounds based on a printscreen of every level.

I also added a sumo wrestler. He's fun.

Once I've actually slept I'm going to fix the final details and call the game finished. It's not very long yet there are a lot of work put into it. Hope you enjoy!

21.32: After polishing. adding sounds and uploading the game I'm now finished!

I've been really caught up in a lot of stuff this weekend. Politics, festivals, you name it. Anyway, I still managed to get a solid 15 hours of work done on the game and I like the way it's turned out! It's a shame I couldn't give you guys a better devlog but I hope you enjoy the game itself. It's pretty simple but I like the idea and I'm happy with the level of polish given the amount of time spent on it.

Day 2 - 11:50 BST - 35:50 Jam Time - 3:00 Work Time

Spoiler

We're just about halfway through the jam and I have to admit I'm panicking a little! As I said yesterday I had other stuff to do this weekend, so I've only managed a few hours work. Just this morning I've completed most of the graphics I will need for the game. However, I haven't started coding at all, so I have to get my skates on and get something done.

The concept of the game is pretty simple. You play the role of a colony of japanese honeybees who are constantly under attack from asian giant hornets. You must swarm the hornets using the honeybees' natural defence mechanism (which you learn about in game if you don't know about it already - it's real interesting stuff). Each time you defeat a hornet, the game gets harder. See how far you can get!

Day 1 - 10:15 BST - 10:15 Jam Time - 00:45 Work Time

Spoiler

So far I've been trying very hard to get my head around the theme. I have some brain storming done as you can see here. After throwing out various cultural references like Karaoke and bizarre underwear-based game shows I've settled on making a game about Japan's fauna as I feel that's also a cool way to educate people as per the handicap

Unfortunately I have a lot of other things going on this weekend. It's the Bristol Harbour Festival where I live, the Eating vs Sleeping Splatfest is on in Splatoon and I have family visits to attend to! Hopefully I can get some cool stuff done for you guys. In the mean time, please enjoy this picture of my breakfast from this morning:

Particles added, snow falling and kicking the snow below your feet and leaves falling and kicking grass below your feet in their respected areas! Updated Screenshot below with a newer one with some of the particles.

You can take screenshots now with f9!

Monday:

Putting up debug measures to try to find a nasty glitch that can ruin the game.

Skins are in and i'm making a skins interface. (See player GIFs at the bottom of the post)

For Silica there is a slightly different death animation (It mimics sword art online where the character is from)

Made special gate (Torri) info nugget that pops up on the screen. (For the handicap)

Genre: Strategy Card GameDescription: You represent one of the four large islands of Japan and must trade resources, insult/complement other islands, consult with an adviser, and decide whether you are an evil ruler or one for the people. It is a game that doesn't take itself too seriously while still being as fun.

Because I was on vacation, I could only brainstorm ideas and work on mechanics in my head. I did exactly that.

Day one:

Spoiler

I started making the game with the Otyugra logo and title screen. I then made the Tutorial room which didn't take as long as I was dreading. I then started actual gameplay and made it so that the first part of the first person's turn can be done.

Day Two:

Spoiler

After returning from church, I went back to drawing the other Island tradesmen. After that I worked on having the player be able to send a card which took much longer than expect. I now realize my hope of finishing the game on time was foolish and I think this will be the last jam game I ever make.

Day Three:

Spoiler

I started the day by adding music and a mute button to the game. I then improved the main background, and finished adding the six cards. After that, I fixed the arrows and island tradespeople. I then made little fixes and uploaded the game.

Edited by Nitemare38, 20 July 2015 - 03:36 PM.

4

(Nitemare38 = Otyugra)

Two and a half years of game development taught me the joy of making something unique and unconventional. It is not good enough to make a game fun when there are way too many other freeware games that make fun their selling point.

Shoot all the enemies and collect the divine stones to save your mother! Various weapons can be collected, each having different strengths and weaknesses.

You play as a ninja, searching for the precious stones in a dojo with nothing but a shuriken gun.

Woo! First game jam complete!! I haven't been doing Game Development for very long so this was a great experience. Although I didn't get to complete everything I wanted (I had school, sporting commitments... ugh I had like no time ;/), it was still great fun!

Test your speed and flag knowledge in this fast-paced identification game. Yes, it always asks you to find the Japanese flag, but unless you can get some of the bonuses by identifying the other flags, you won't last long.